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Rules Hex Comd Gunpowder

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HCG Addendum 8-4-2020

HCG Addendum 8-4-2020

Playing on a 2x2 game table has revealed some needed changes to Hex Command Gunpowder

1. Furthest range of weapons

a. When firing at the furthest range band of any weapon, a full red hit is not possible. Only incremental hits are possible unless for artillery the shot weight is greater than 12 lbs. and for infantry if repeaters are used.


2. Mixed artillery


a. Mixed artillery batteries such as 6lb guns mixed with 12lb howitzers, roll an additional CnC die upon successful hit. The additional die represents the ability of the howitzers to overcome obstacles the target may be using for cover and the additional shot weight. Roll Red to gain an additional incremental hit.


3. 6lb Artillery


a. 6lb artillery should not have the ability for causing Red hits unless a target is at Code or better range band.


4. Cavalry in ACW and Panic Check


a. There is actually no difference in firing at cavalry either in the Napoleonic era or ACW (Rifled musket era). Except for the fact that in ACW all units can fire before they move and after they move in a turn, whereas in Napoleonic era (only rifled musket units can) all smoothbore armed units can only fire either before or when they end their move for the turn. If a cavalry unit is within a one move distance from an infantry target, that target can potentially fire on it at any distance in the move, or before the cavalry moves, then fire again just before contact if they survive any panic checks. However, there is no fear of charge in HCG to destabilize an target before contact though technically there could be; it is player/scenario choice to implement a panic check just before contact if Blue is rolled: where the target routs away but if Elite, fires with Incremental hit only (unless repeaters) before stepping back one hex facing the enemy. Any unit without bayonets however immediately routs just before contact.


5. Rout into Commander Sphere


a. It is possible that units that rout into commander sphere can rally immediately with an Incremental hit damage being placed on them. Roll Red for units to stop their rout distance move otherwise they continue their rout as usual. Elite units auto-rally when entering commander sphere. Note however, that units that rally in the same turn they rout cannot engage in combat and if fired upon or melee’d are removed.


6. Small Game Table Edge units Routed


a. In small game tables where units may be at the edge of the table or combat area, units that rout off the map stop for the whole of the next turn. If a commander can get to sphere of the unit within one move it can be rallied otherwise the unit is removed from play. Players must be aware that units that are about to rout should have a commander moving toward them in anticipation of the rout so the commander can be within a move distance of them. Commanders move 5 hexes when players don’t use the commanders as symbols concept (where commanders never move anywhere: they are placed after all units are moved for a player where desired then picked up at the end of turn).

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